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Text File | 1993-08-18 | 1.6 KB | 55 lines | [TEXT/PJMM] |
- {=================================================}
- {============= Sound Constants and handles ==============}
- {=================================================}
-
- { Example file for Ingemars Sprite Animation Toolkit. }
- { © Ingemar Ragnemalm 1992 }
- { See doc files for legal terms for using this code. }
-
- { This file defines all the resource numbers for your sound resources, plus}
- { handles to each one. The procedure LoadSounds is called at startup. It calls}
- { the sound units for each sound to preload. Note that merely loading the sound}
- { is not enough if the sound units decide to use Sound Driver. }
-
- { When designing your game, my advice to you is to use sounds, several sounds,}
- { but not ridiculously many and large. A simplistic game that takes 1000k on disk}
- { just because it contains lots of sounds is just a waste of disk (and we have seen}
- { far too many of them on the shareware market), but a well-polished, complex}
- { and interesting game can use more. }
-
- unit SoundConst;
-
- interface
-
- uses
- SAT;
-
- const
- Splatt2Snd = 14315;
- Splatt3Snd = 20039;
- KlounkSnd = 21999;
- plinkSnd = 10873;
- sadarSnd = 25626;
- jaSnd = 3024;
-
-
- var
- Splatt2SndH, Splatt3SndH, KlounkSndH: handle;
- plinkSndH, sadarSndH, jaSndH, TickSndH: handle;
-
- procedure loadsounds;
-
- implementation
-
- procedure loadsounds;
- begin
- Splatt2SndH := SATGetSound(Splatt2Snd);
- Splatt3SndH := SATGetSound(Splatt3Snd);
- KlounkSndH := SATGetSound(KlounkSnd);
- PlinkSndH := SATGetSound(PlinkSnd);
- SadarSndH := SATGetSound(SadarSnd);
- JaSndH := SATGetSound(JaSnd);
- TickSndH := SATGetNamedSound('tick');
- end;
-
- end.